light two-sided polygons
Also, remove model-default.frag; for the moment one fragment shader works for both terrain and models. Author: Tim Moore <timoore@redhat.com>
This commit is contained in:
parent
42832d3e79
commit
971b6c3ef2
4 changed files with 13 additions and 44 deletions
|
@ -62,7 +62,7 @@
|
||||||
</texture-unit>
|
</texture-unit>
|
||||||
<program>
|
<program>
|
||||||
<vertex-shader>Shaders/model-default.vert</vertex-shader>
|
<vertex-shader>Shaders/model-default.vert</vertex-shader>
|
||||||
<fragment-shader>Shaders/model-default.frag</fragment-shader>
|
<fragment-shader>Shaders/default.frag</fragment-shader>
|
||||||
</program>
|
</program>
|
||||||
<uniform>
|
<uniform>
|
||||||
<name>texture</name>
|
<name>texture</name>
|
||||||
|
|
|
@ -1,21 +1,27 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
|
||||||
varying vec4 diffuse, ambient;
|
varying vec4 diffuse, constantColor;
|
||||||
varying vec3 normal, lightDir, halfVector;
|
varying vec3 normal, lightDir, halfVector;
|
||||||
varying float fogCoord, alpha;
|
varying float fogCoord, alpha;
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
|
||||||
|
float luminance(vec3 color)
|
||||||
|
{
|
||||||
|
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 n, halfV;
|
vec3 n, halfV;
|
||||||
float NdotL, NdotHV, fogFactor;
|
float NdotL, NdotHV, fogFactor;
|
||||||
vec4 color = ambient + gl_FrontMaterial.emission;
|
vec4 color = constantColor;
|
||||||
vec4 texel;
|
vec4 texel;
|
||||||
vec4 fragColor;
|
vec4 fragColor;
|
||||||
vec4 specular = vec4(0.0);
|
vec4 specular = vec4(0.0);
|
||||||
|
|
||||||
n = normalize(normal);
|
n = normalize(normal);
|
||||||
|
if (!gl_FrontFacing)
|
||||||
|
n = -n;
|
||||||
NdotL = max(dot(n, lightDir), 0.0);
|
NdotL = max(dot(n, lightDir), 0.0);
|
||||||
if (NdotL > 0.0) {
|
if (NdotL > 0.0) {
|
||||||
color += diffuse * NdotL;
|
color += diffuse * NdotL;
|
||||||
|
|
|
@ -8,7 +8,7 @@
|
||||||
// Diffuse and ambient colors come from the gl_Color. This is
|
// Diffuse and ambient colors come from the gl_Color. This is
|
||||||
// equivalent to osg::Material::AMBIENT_AND_DIFFUSE.
|
// equivalent to osg::Material::AMBIENT_AND_DIFFUSE.
|
||||||
|
|
||||||
varying vec4 diffuse, ambient;
|
varying vec4 diffuse, constantColor;
|
||||||
varying vec3 normal, lightDir, halfVector;
|
varying vec3 normal, lightDir, halfVector;
|
||||||
varying float fogCoord, alpha;
|
varying float fogCoord, alpha;
|
||||||
|
|
||||||
|
@ -22,7 +22,7 @@ void main()
|
||||||
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
|
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
|
||||||
diffuse = gl_Color * gl_LightSource[0].diffuse;
|
diffuse = gl_Color * gl_LightSource[0].diffuse;
|
||||||
alpha = gl_Color.a;
|
alpha = gl_Color.a;
|
||||||
ambient = gl_Color * gl_LightSource[0].ambient;
|
constantColor = gl_FrontLightModelProduct.sceneColor
|
||||||
ambient += gl_Color * gl_LightModel.ambient;
|
+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
|
||||||
fogCoord = abs(ecPosition.z);
|
fogCoord = abs(ecPosition.z);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,37 +0,0 @@
|
||||||
// -*-C++-*-
|
|
||||||
|
|
||||||
varying vec4 diffuse, constantColor;
|
|
||||||
varying vec3 normal, lightDir, halfVector;
|
|
||||||
varying float alpha, fogCoord;
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec3 n, halfV;
|
|
||||||
float NdotL, NdotHV, fogFactor;
|
|
||||||
vec4 color = constantColor;
|
|
||||||
vec4 texel;
|
|
||||||
vec4 fragColor;
|
|
||||||
vec4 specular = vec4(0.0);
|
|
||||||
n = normalize(normal);
|
|
||||||
NdotL = max(dot(n, lightDir), 0.0);
|
|
||||||
if (NdotL > 0.0) {
|
|
||||||
color += diffuse * NdotL;
|
|
||||||
halfV = normalize(halfVector);
|
|
||||||
NdotHV = max(dot(n, halfV), 0.0);
|
|
||||||
if (gl_FrontMaterial.shininess > 0.0)
|
|
||||||
specular.rgb = (gl_FrontMaterial.specular.rgb
|
|
||||||
* gl_LightSource[0].specular.rgb
|
|
||||||
* pow(NdotHV, gl_FrontMaterial.shininess));
|
|
||||||
}
|
|
||||||
color.a = alpha;
|
|
||||||
// This shouldn't be necessary, but our lighting becomes very
|
|
||||||
// saturated. Clamping the color before modulating by the texture
|
|
||||||
// is closer to what the OpenGL fixed function pipeline does.
|
|
||||||
color = clamp(color, 0.0, 1.0);
|
|
||||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
|
||||||
fragColor = color * texel + specular;
|
|
||||||
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
|
|
||||||
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
|
|
||||||
}
|
|
Loading…
Reference in a new issue